var Tileset = {
	charas: {
		hero: {tile: "charas", position: vec2(0,0)},
		npc: {tile: "charas", position: vec2(3,0)}
	},
	
	items: {
		gun: {tile: "items", position: vec2(0,0)},
		armour: {tile: "items", position: vec2(0,1)},
		amulet: {tile: "items", position: vec2(0,2)}
	},
	
	spaceShip: {
		/*Floors*/
		floorLU: {tile: "tileset", position: vec2(0,0), ff: "floor"},
		floorU: {tile: "tileset", position: vec2(1,0), ff: "floor"},
		floorRU: {tile: "tileset", position: vec2(2,0), ff: "floor"},
		
		floorLC: {tile: "tileset", position: vec2(0,1), ff: "floor"},
		floorC: {tile: "tileset", position: vec2(1,1), id: 1, multiF: true, ff: "floor"},
		floorRC: {tile: "tileset", position: vec2(2,1), ff: "floor"},
		
		floorLD: {tile: "tileset", position: vec2(0,2), ff: "floor"},
		floorD: {tile: "tileset", position: vec2(1,2), ff: "floor"},
		floorRD: {tile: "tileset", position: vec2(2,2), ff: "floor"},
		
		floorCUL: {tile: "tileset", position: vec2(0,3), ff: "floor"},
		floorCUR: {tile: "tileset", position: vec2(1,3), ff: "floor"},
		floorCDL: {tile: "tileset", position: vec2(2,3), ff: "floor"},
		floorCDR: {tile: "tileset", position: vec2(3,3), ff: "floor"},
		
		metalFloor: {tile: "tileset", position: vec2(0,4), id: 2, ff: "singF"},
		warningFloor: {tile: "tileset", position: vec2(1,4), id: 3, ff: "singF"},
		splitFloor: {tile: "tileset", position: vec2(2,4), id: 4, ff: "singF"},
		
		/*Doors*/
		door: {tile: "tileset", position: vec2(3,4), id: 50, isWall: true, wf: 1},
		
		/*Walls*/
		wall: {tile: "tileset", position: vec2(3,0), id: 20, isWall: true, wf: 1},
		wallGC: {tile: "tileset", position: vec2(4,0), id: 21, isWall: true, wf: 1},
		wallWS: {tile: "tileset", position: vec2(3,1), id: 22, isWall: true, wf: 1},
		wallWF: {tile: "tileset", position: vec2(4,2), id: 23, isWall: true, wf: 1},
		wallS: {tile: "tileset", position: vec2(4,1), id: 24, isWall: true, wf: 1},
		wallGA: {tile: "tileset", position: vec2(4,3), id: 25, isWall: true, wf: 1},
		wallCE: {tile: "tileset", position: vec2(3,2), id: 26, isWall: true, wf: 1},
		
		getById: function(tileId){
			for (var i in Tileset.spaceShip){
				if (Tileset.spaceShip[i].id == tileId){
					return Tileset.spaceShip[i];
				}
			}
		}
	}
};
